CnC_Remastered_Collection

Command and Conquer: Red Alert
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UNIT.H (9614B)


      1 //
      2 // Copyright 2020 Electronic Arts Inc.
      3 //
      4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 
      5 // software: you can redistribute it and/or modify it under the terms of 
      6 // the GNU General Public License as published by the Free Software Foundation, 
      7 // either version 3 of the License, or (at your option) any later version.
      8 
      9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
     10 // in the hope that it will be useful, but with permitted additional restrictions 
     11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
     12 // distributed with this program. You should have received a copy of the 
     13 // GNU General Public License along with permitted additional restrictions 
     14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
     15 
     16 /* $Header: /CounterStrike/UNIT.H 1     3/03/97 10:26a Joe_bostic $ */
     17 /***********************************************************************************************
     18  ***              C O N F I D E N T I A L  ---  W E S T W O O D  S T U D I O S               ***
     19  ***********************************************************************************************
     20  *                                                                                             *
     21  *                 Project Name : Command & Conquer                                            *
     22  *                                                                                             *
     23  *                    File Name : UNIT.H                                                       *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 14, 1994                                               *
     28  *                                                                                             *
     29  *                  Last Update : April 14, 1994   [JLB]                                       *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef UNIT_H
     36 #define UNIT_H
     37 
     38 #include "drive.h"
     39 #include "radio.h"
     40 #include "cargo.h"
     41 #include "mission.h"
     42 #include	"target.h"
     43 
     44 
     45 /****************************************************************************
     46 **	For each instance of a unit (vehicle) in the game, there is one of
     47 **	these structures. This structure holds information that is specific
     48 **	and dynamic for a particular unit.
     49 */
     50 class UnitClass :	public DriveClass
     51 {
     52 	public:
     53 
     54 		/*
     55 		**	This points to the static control data that gives 'this' unit its characteristics.
     56 		*/
     57 		CCPtr<UnitTypeClass> Class;
     58 
     59 		/*
     60 		**	This records the house flag that this object is currently carrying.
     61 		*/
     62 		HousesType Flagged;
     63 
     64 		/*
     65 		** This flag is used for when the harvester dumps ore, to track its
     66 		** special animation.
     67 		*/
     68 		unsigned IsDumping:1;
     69 
     70 		/*
     71 		** This is a count of the # of loads of the various minerals that the
     72 		** unit has harvested.
     73 		*/
     74 		unsigned Gold:5;
     75 		unsigned Gems:5;
     76 
     77 		/*
     78 		** This flag tells a unit that, if after reaching its destination, it
     79 		** should scatter away.  It's meant to help a LST unload its units by
     80 		** having its previous passengers get out of the way.
     81 		*/
     82 		unsigned IsToScatter:1;
     83 
     84 		/*
     85 		**	This records the number of "loads" of Tiberium the unit is carrying. Only
     86 		**	harvesters use this field.
     87 		*/
     88 		int Tiberium;
     89 
     90 		/*
     91 		** This is the area where a mobile gap generator stores the previously-held
     92 		** shroud values for the cells surrounding itself.
     93 		*/
     94 		unsigned long ShroudBits;
     95 
     96 		/*
     97 		** This is the center coordinate for the mobile gap generator, as to
     98 		** what cells should be revealed (according to ShroudBits)
     99 		*/
    100 		CELL ShroudCenter;
    101 
    102 		/*
    103 		**	This is the timer that controls the reload rate. The MSAM rocket
    104 		**	launcher is the primary user of this.
    105 		*/
    106 		CDTimerClass<FrameTimerClass> Reload;
    107 
    108 		/*
    109 		**	This is the facing of the turret. It can be, and usually is,
    110 		**	rotated independently of the body it is attached to.
    111 		*/
    112 		FacingClass SecondaryFacing;
    113 
    114 		/*
    115 		**	This is the refinery a harvester is interested in unloading at.
    116 		*/
    117 		mutable TARGET TiberiumUnloadRefinery;
    118 
    119 		/*
    120 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    121 		*/
    122 		unsigned char SaveLoadPadding[28];
    123 
    124 		/*---------------------------------------------------------------------
    125 		**	Constructors, Destructors, and overloaded operators.
    126 		*/
    127 		static void * operator new(size_t size);
    128 		static void * operator new(size_t , void * ptr) {return(ptr);};
    129 		static void operator delete(void *ptr);
    130 		UnitClass(UnitType classid, HousesType house);
    131 		UnitClass(NoInitClass const & x) : DriveClass(x), Class(x), Reload(x), SecondaryFacing(x) {};
    132 		operator UnitType(void) const {return Class->Type;};
    133 		virtual ~UnitClass(void);
    134 
    135 		/*---------------------------------------------------------------------
    136 		**	Member function prototypes.
    137 		*/
    138 		virtual ObjectTypeClass const & Class_Of(void) const;
    139 		static void Init(void);
    140 
    141 		bool Goto_Clear_Spot(void);
    142 		bool Try_To_Deploy(void);
    143 		virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
    144 
    145 		int Tiberium_Check(CELL &center, int x, int y);
    146 		bool Flag_Attach(HousesType house);
    147 		bool Flag_Remove(void);
    148 		bool Goto_Tiberium(int radius);
    149 		bool Harvesting(void);
    150 		void APC_Close_Door(void);
    151 		void APC_Open_Door(void);
    152 
    153 		unsigned int Apply_Temporary_Jamming_Shroud(HouseClass *house_to_apply_for);
    154 		void Unapply_Temporary_Jamming_Shroud(HouseClass *house_to_unapply_for, unsigned int shroud_bits_applied);
    155 
    156 		/*
    157 		**	Query functions.
    158 		*/
    159 		bool Should_Crush_It(TechnoClass const * it) const;
    160 		int Credit_Load(void) const;
    161 		virtual DirType Turret_Facing(void) const {if (Class->IsTurretEquipped) return(SecondaryFacing.Current());return(PrimaryFacing.Current());}
    162 		int Shape_Number(void) const;
    163 		virtual int Pip_Count(void) const;
    164 		virtual InfantryType Crew_Type(void) const;
    165 		virtual DirType Fire_Direction(void) const;
    166 		virtual bool Ok_To_Move(DirType facing) const;
    167 		virtual FireErrorType Can_Fire(TARGET target, int which) const;
    168 		virtual fixed Tiberium_Load(void) const;
    169 		virtual BuildingClass* Find_Best_Refinery(void) const;
    170 
    171 		/*
    172 		**	Coordinate inquiry functions. These are used for both display and
    173 		**	combat purposes.
    174 		*/
    175 		virtual COORDINATE Sort_Y(void) const;
    176 
    177 		/*
    178 		**	Object entry and exit from the game system.
    179 		*/
    180 		virtual bool Limbo(void);
    181 		virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
    182 
    183 		/*
    184 		**	Display and rendering support functionality. Supports imagery and how
    185 		**	object interacts with the map and thus indirectly controls rendering.
    186 		*/
    187 		virtual short const * Overlap_List(bool redraw=false) const;
    188 		virtual void Draw_It(int x, int y, WindowNumberType window) const;
    189 
    190 		/*
    191 		**	User I/O.
    192 		*/
    193 		virtual ActionType What_Action(CELL cell) const;
    194 		virtual ActionType What_Action(ObjectClass const * object) const;
    195 		virtual void Active_Click_With(ActionType action, ObjectClass * object);
    196 		virtual void Active_Click_With(ActionType action, CELL cell);
    197 		virtual void Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination);
    198 
    199 		/*
    200 		**	Combat related.
    201 		*/
    202 		virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
    203 		virtual BulletClass * Fire_At(TARGET target, int which=0);
    204 
    205 		/*
    206 		**	Driver control support functions. These are used to control cell
    207 		**	occupation flags and driver instructions.
    208 		*/
    209 		virtual bool Start_Driver(COORDINATE & coord);
    210 
    211 		/*
    212 		**	AI.
    213 		*/
    214 		virtual TARGET Greatest_Threat(ThreatType threat) const;
    215 		virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
    216 		virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
    217 		virtual void AI(void);
    218 		virtual int Mission_Guard_Area(void);
    219 		virtual int Mission_Unload(void);
    220 		virtual int Mission_Guard(void);
    221 		virtual int Mission_Harvest(void);
    222 		virtual int Mission_Hunt(void);
    223 		virtual int Mission_Repair(void);
    224 		virtual int Mission_Move(void);
    225 		virtual int Mission_Enter(void);
    226 		void Rotation_AI(void);
    227 		void Firing_AI(void);
    228 		void Reload_AI(void);
    229 		bool Edge_Of_World_AI(void);
    230 
    231 		/*
    232 		**	Scenario and debug support.
    233 		*/
    234 		#ifdef CHEAT_KEYS
    235 		virtual void Debug_Dump(MonoClass *mono) const;
    236 		#endif
    237 
    238 		/*
    239 		**	Movement and animation.
    240 		*/
    241 		virtual void Assign_Destination(TARGET target);
    242 		virtual void Overrun_Square(CELL cell, bool threaten=true);
    243 		virtual void Approach_Target(void);
    244 		virtual int Offload_Tiberium_Bail(void);
    245 		virtual void Enter_Idle_Mode(bool initial=false);
    246 		virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
    247 		virtual void Per_Cell_Process(PCPType why);
    248 		void Exit_Repair(void);
    249 		void Shroud_Regen(void);
    250 
    251 		/*
    252 		**	File I/O.
    253 		*/
    254 		static void Read_INI(CCINIClass & ini);
    255 		static void Write_INI(CCINIClass & ini);
    256 		static char *INI_Name(void) {return "UNITS";};
    257 		bool Load(Straw & file);
    258 		bool Save(Pipe & file) const;
    259 };
    260 
    261 #endif